Rotação Oficial - P8 - Dois Shamansالدوران الرسمي - P8 - ذو الشامانان 公式カテゴリー - P8 - デュアルシャーマン Official Rotation - P8 - Dual ShamanRotazione Ufficiale - P8 - Doppio SciamanoRotation Officielle - P8 - Deux ChamanesOficjalna Rotacja - P8 - Podwójny SzamanPálya Körforgás - P8 - Sámán ÖsszefogásRotația Oficială - P8 - Doi șamaniResmi Rotasyon - P8 - Çift ŞamanRotación Oficial - P8 - Doble ChamánOfficiële Rotatie - P8 - Dubbele Sjamaan |
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Henrikx « Citoyen » 1600861980000
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@7784495 - edited version (@7779585 was the old version) |
Mapcrew « Consul » 1601070060000
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Left as is: @7100009 - B_Ootcamp#8312 - The skulls are annoying because they just limit what your build is supposed to be. The use of the tokens doesn't add anything different to the gameplay, and it is easy to build the map without touching them @7111119 - B_Ootcamp#8312 - We permed one map with these boosters last month, but this concept didn't make this map stand out, because mice will just pass through them and nothing after that. The grounds are too small for doing stable builds, specially for divine and hard mode shamans. Another point is that the builds would be always a big bridge and a ramp. @7779585 - Henrikx#0000 - Buildings are just ramps in here, which makes the map generic. The cheese part feels cramped for buildings, and the portals didn't make any sense with the gameplay. The map doesn't have a high replay value, because the buildings will always go through the same path. @7774304 - Qzyiu#3250 - The map's layout is exactly the same from maps made years ago, so the buildings doesn't add anything new or with a high replay value. @7111113 - Viniciusdara#4015 - The map's design is beautiful. The grey grounds are pretty useless because shaman can't use them, and mice can't pass through them either. It would be nice if shamans could attach nails into them. Another thing is that the scroll is too small, the map could easily be edited to remove the scroll, because it makes clear for the shamans what they should build. @7701344 - Juliandcc#0000 - The buildings follow just one way. The clouds here doesn't add a nice concept, they will just make shaman go into trouble building through. Buildings in the middle feel cramped.The wind here is fine but didn't bring an innovative gameplay to the map. @7701343 - Juliandcc#0000 - The clouds are a trouble for shamans, because they usually bug the buildings. The map's paths are cramped when shamans use big planks. Also, the map overall isn't outstanding. @5000085 - Ifo#4275 - It would be better to add a chocolate where mice and shaman spawn, to avoid them dying because of the wind. Balloons or another object warning the wind would be nice too. The use of wind here is nice, but the buildings needed are simple. One shaman can easily complete the map with three or four planks, so it would fit the P4 category better. If you intend to send it for P4, try to make some changes so the map has more paths for buildings, moving the place of the grass on the top. @6170669 - Ifo#4275 - Cannons can easily kill mice when chocolates get to there. The concept is pretty nice but one shaman can easily break the buidings and gameplay, so imagine two of them. Maybe adding a cloud where mice spawn can improve the gameplay, but I suggest sending it to the P4 category due to the chocolate grounds. @7777181 - Xaxadoooooo#0000 - The concept is nice but need some edits. It is hard to know how the map works, so it would be nice to point out somehow that the blocks move, and where they can go to. Also, if mice can't enter the blocks, it would be better to add a color inside the blocks. A simple and soft color can do the trick. @7777179 - Xaxadoooooo#0000 - The cobwebs here doesn't add anything interesting, it is easy to pass through them, so they don't affect the gameplay at all. The buildings here follow simple paths, so shamans don't have to put creativity or effort into the map. @7775201 - Commandantso#0000 - The cloud easily bugs buidings. The ice's sizes and positions doesn't help attaching the buildings, which can be really messy for divine players. There is one path that makes just a big bridge, and this doesn't encourage the shamans to use the small ice in the right, that gets useless. @7754578 - Sazd#0148 - Antigravity maps are and always were a trouble for shamans, so you need to be careful when doing these kind of maps.. The clouds in the map just makes the buidings even more cramped and buggy. Mirrored maps like this one encourages shamans to use just one part of the map, and the other part just gets lost, which isn't good. @7710801 - Refused#6163 - There are so many ways that shamans can ruin the gameplay. The map is clever but it is really easy to break up everything, and the cloud ground bugs planks almost every time. It would be nice to think about something to make it harder to break and ruin buildings, and also a background would be a nice addition. :) @7779421 - Namelessh#0000 - The map overall feels unstable for buildings, especially for divine players. The triangle grass ground could be a normal ground, to help the builds out. I recommend you to remove the grounds in the left, so the map has a bigger space for shamans to be creative. You can add invisible grounds right and left to deal with the offscreen death caused by defilante. @5437777 - Namelessh#0000 - The cloud ground here doesn't make sense, because it just limit and makes the buildings easier to get cramped. The problem in maps like this is that shamans just build into the easier cheese, and leave the another one. One ground without any angle would be nice to help divine and hard mode shamans to make stable builds. @7781096 - A_4K#3858 - The map encourages the shaman to use the middle path, and the top of the map isn't used. This is not a bad use of gravity and mgoc. It plays very interesting when players cannot pull or push the objects. Sometimes it gets buggy due to the object's weight, but nothing really bad. The idea is pretty cool but the gameplay isn't the best, the paths are unbalanced and the top part could be used better. @7783045 - A_4K#3858 - There are small gaps that make the buildings cramped. Be sure to make clear what shamans can do with the grounds, attaching a nail with a small invisible box would make it clear for them how they should behave. Sync issues can make mice die and fall at the start, because all the dynamic grounds can fall for 1 or 2 seconds before they stop. @7781170 - Hackdesamba#0000 - Most of the shamans will do a big bridge and a ramp, so the top part of the map will not be used for most of them. A background would be nice too (but it's not mandatory). There is nothing really new or outstanding in it. @6489166 - Nickdavii#0000 - The map needs just two or three planks to be completed. Mice don't need a big shaman help in here, they can walk around already in the start. The plank in the left doesn't have any use. @4171390 - Jasseh#0000 - The problem in here is that it encourages just one route, doing a big bridge in a "V" format. Also, the map doesn't provide enough places to support the bridges, specially in the bottom part of the map. @4272457 - Jasseh#0000 - This one has the same problem of the map above, because shamans will always follow one path and do one kind of building. @7782009 - Portwave#8221 - The small triangle grounds just make harder to build, and are not necessary. Also, mice will try to take the cheese by their own, and this will cause mass death. The spaces shamans have to build are cramped too. @907162 - Lautomas#3481 - I guess you sent the wrong code, because it is not a shaman map. @7105948 - Kiry#6848 - There aren't enough places to support buildings in the right side. The map feels very linear and has only one solution, which doesn't allow shamans to do different solutions or to be creative. @7780575 - B0wl#7075 - During the tests, shamans used the same path, and just ignored the interesting part of the map - the green grounds. Also, the solution is pretty simple and linear. The concept is nice but the building paths aren't really outstanding. @3392440 - Lei#0020 - The map still has the same flaws it had when we discussed it. The bottom 40pxs grounds aren't nice for supporting the buildings, maybe with 80pxs grounds (or at least one of them), could make it better. More than that, after the cannons and balls thing, the solution is pretty boring. Changing one of the sides, or adding a different challenge after the balls stuff could do the trick. @7315140 - Kiry#6848 - The buildings aren't attractive, they look always the same and can easily be solved by a ramp and a bridge. @7784495 - Henrikx#0000 - Even with the obstacle in the left removed, the map is cramped in the middle part, and has nothing really new in it. Shamans will always follow the same path, and the solutions don't require innovative or creative skills. P1'ed: @2166532 - Viniciusdara#4015 - It is easy to complete with just one ramp and bridge. Both buildings through the plank are simple and doesn't connect with the P8 gameplay. It doesn't have a high replay value for a P4 either, but it's fine for P1. Will be discussed: @7762070 - Godmcb#6577 - This one provides different paths, and shamans will need to work all over the map. Some shamans didn't deliver both cheese during tests, but as it is happening with the majority of the dodue maps, will discuss this. @7779014 - B0wl#7075 - The concept is nicely used. Some shamans didn't deliver both cheese to mice during test but I think it is not a map's flaw. Ignored: None Dernière modification le 1601088480000 |
Xaxadoooooo « Citoyen » 1601129640000
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Viniciusdara « Consul » 1601136900000
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Stovedove « Citoyen » 1601170440000
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Xaxadoooooo « Citoyen » 1601683200000
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Godmcb « Censeur » 1601685180000
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